Dissertations / Theses on the topic 'Game localization'
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Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.
Full textSouza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.
Full textVideo games are today one of the most important forms of entertainment worldwide. Much of this success was only made possible due to translation, which, through localized versions into various languages, contributed decisively for video games to achieve a growing number of markets and reach millions of homes across the globe. This dissertation, of an eminently historiographical nature, aims to examine the relation between translation/localization and video games from their beginning until the present day. Furthermore, it also intends, through the analyses of a number of games, to provide an overview on how this relation works under the Brazilian context, addressing the characteristics and specificities that video game localization has been showing over time. The analysis of such games is founded upon two perspectives:a) a historical perspective, which will seek to situate the times when they were released to the stages of evolution of video games and their relation with translation/localization in each moment; and b) a descriptive perspective, which will undertake an analysis of translation/localization aspects observed in such games, founded upon the theorical basis utilized in this dissertation: the concept of domestication/foreignization (Venuti, 1995), the functionalist Skopos theory (Vermeer, 1986) and the concept of Gameplay Experience (Souza, R. V. F., 2014).
Bankler, Jon Victor. "The Cultural Adaptation of Playful Learning : Aspects to consider when culturalizing a children’s educational game for the Chinese market." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17683.
Full textGunaratne, Anuranga Sajith. "A COMPARATIVE ANALYSIS OF LOW COST LOCALIZATION METHODS FOR A MARIO KART GAME APPLICATION." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/841.
Full textWagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.
Full textQian, Wuqian. "The dissemination and localization of anime in China : Case study on the Chinese mobile video game Onmyoji." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-158768.
Full textWidman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.
Full textKljajic, Haris, and Oskar Karlsson. "Applying automated testing in an existing client-server game : A pursuit for fault localization in Quake 3." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50740.
Full textPambianchi, Federica. "Quando Wonder Woman diventa un bottone Adattamento e transcreation nel videogioco Simulacra." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20344/.
Full textFeng, Jihan. "From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52249.
Full textAbdelghaffar, Hossam Mohamed Abdelwahed. "Developing and Testing a Novel De-centralized Cycle-free Game Theoretic Traffic Signal Controller: A Traffic Efficiency and Environmental Perspective." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/100681.
Full textPHD
Giacomini, Marco. "Startare un game o iniziare una partita? La locale IT:Gaming in Apex Legends: una proposta di localizzazione “sovversiva” con l’introduzione dell’ipotesi di “economia pratico-linguistica”." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20463/.
Full textOrtolani, Margherita. "A Blind Legend: la traduzione degli audio game e l'accessibilità per i giocatori non vedenti." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20419/.
Full textLin, Lolo. "What are the graphical differences between Asian and Western playable female game character? : And what do people with different ethnic background prefer?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13810.
Full textBlokker, Chantal, and Florent Schmidt. "Censorship as Part of Localization : Practice and Perception of Regional Changes in Japanese and Western Video Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413713.
Full textArzani, Caterina. "La traduzione che non c’è. Torment: Tides of Numenera." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17216/.
Full textAmorino, Chiara. "Tra humor e transcreation: la localizzazione di West of Loathing." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20446/.
Full textDong, Luo. "La localización de videojuegos en China: Estudio de caso de la traducción de League of Legends." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/666605.
Full textRoy, Enakshi. "The Indian Game Show Kaun Banega Crorepati in the context of Media Globalization and Glocalization." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1306952304.
Full textFabbri, Marialaura. "La localizzazione fra tailorization e customization. Traduzione a tutto tondo, agency del localizzatore e proposta di piano formativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20482/.
Full textCarlini, Mirco. "“Dove hai imparato a fare queste cose, piccola?” Localizzazione videoludica e Gender Translation Studies: un’analisi della saga di Tomb Raider." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/17815/.
Full textShuneika, Hanna. "Proofreading and analysis of the Italian localization of the first 5 chapters of the videogame The Last of us." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16484/.
Full textZemánek, Ondřej. "Počítání vozidel v statickém obraze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417211.
Full textFornazari, Meggie Rosar. "Localization practices in trading card games." reponame:Repositório Institucional da UFSC, 2014. https://repositorio.ufsc.br/xmlui/handle/123456789/123372.
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Abstract : The localization of a Trading Card Game of long durability and frequent updating such as Magic the Gathering (USA, 2003-present) requires a specific and detailed translation in relation to consistency, while following certain policies. This study presents a parallel, bilingual corpus created to observe technical constraints and localization policies which may pertain to the translation of such type of material from English into Brazilian Portuguese. In order to do so, the textual spoiler of 249 cards in each language has been extracted, aligned, and analyzed using Wordsmith 3.0 and Notepad++, with theoretical support of the translation description model created by Lambert & Van Gorp (1985) adapted for this genre. Macro analyses and subsequent micro analyses have both resulted in the observation of a translation product in Portuguese that is linguistically adequate to the target system, but not acceptable in the target cultural system. Additionally, certain sections of the product which require less rigidity in relation to the game rules could gain from the use of transcreation.
A localização de um Jogo de Estampas Ilustradas de longa duração e atualização frequente como Magic The Gathering (EUA, 2003-atual) requer tradução específica e detalhada em relação a consistência lexical, ao mesmo tempo em que certas políticas devem ser seguidas. Este estudo apresenta um corpus paralelo e bilíngue criado a fim de observar restrições técnicas e políticas de localização que possam ser pertinentes à tradução de tal material do inglês ao Português do Brasil. Para tal fim, o texto de 249 cards em cada língua foi extraído, alinhado e analisado utilizando os programas Wordsmith 3.0 e Notepad++, com aporte teórico do modelo descritivo de traduções criado por Lambert e Van Gorp (1985) adaptado para o gênero. Ambas macro e micro análises resultaram na observação de um produto tradutório linguisticamente adequado ao sistema-alvo do Português, mas que não é aceitável em seu sistema cultural. Além disso, certas seções do produto que requerem menos rigidez em relação às regras do jogo poderiam ganhar em qualidade com o uso da transcriação.
Wong, Chi-hang, and 王志恆. "The localization of Japanese video games in Taiwan." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197549.
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Modern Languages and Cultures
Doctoral
Doctor of Philosophy
Hůla, Vladimír. "Herní webový portál - objektové programování." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242147.
Full textPelletier-Gagnon, Jérémie. "Video games and Japaneseness: an analysis of localization and circulation of Japanese video games in North America." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104849.
Full textDepuis la mise en marché de la Nintendo Entertainment System en 1980, l'industrie du jeu vidéo s'est transformée pour devenir très dépendante de la localisation et de la circulation transnationale de ses produits. Dans ce mémoire, je porte un regard sur cette tendance actuelle de transnationalisation en analysant les processus et les éléments qui les composent tout en mettant à jour ses impacts à la fois sur les jeux et les joueurs. À travers l'analyse de produits localisés à la fois par l'industrie et par des groupes de traduction amateurs, cette étude porte sur la façon dont la circulation de jeux vidéo japonais en Amérique du Nord influence la définition de la notion de Japonité dans ce média ainsi qu'un perspective binaire de la culture de circulation du jeu vidéo définie par rapport à la culture de la provenance d'un produit. Ce travail fait la lumière sur les différentes dynamiques régissant la localisation de jeux vidéo à la fois dans l'industrie et dans certaines communautées de fan. Il explore aussi les formes de conflicts engendrés par l'importation de certains titres lorsqu'ils ne s'intègrent pas facilement à leur nouvel environment médiatique ou lorsqu'ils sont rejeté par certain communautées de fans. Cette thèse démontre que ces processus de localisation et les conflits entourant la réception de jeux vidéo localisés façonne la culture de circulation du media de façon binaire, opposant les notions de jeux vidéo Japonais et Occidentaux. Ce mémoire se conclu par une présentation des enjeux qui sont au coeur des différents processus de localisation de jeux vidéo ainsi que par une présentation des risques encourus lorsque notre négociation avec le media se repose trop sur une telle interprétation déterminée par l'origine culturelle des produits.
Åbom, Karl. "Comparison of effectiveness in using 3D-audio and visual aids in identifying objects in a three-dimensional environment." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2068.
Full text3D-ljud och visuella hjälpmedel är vanliga i moderna datorspel. I denna uppsats detaljeras en studie kring effektivitet vid använding av 3D-ljud och visuella hjälpmedel i tre-dimensionella miljöer. Studien använder sig av en experimentiell design där testspelare får sitta i ett datorspel-liknande upplägg och använda sig av visuella och auditoriska hjälpmedel för att identifiera objekt i dessa miljöer. Studien bekräftar att det finns en signifikant skillnad i effektivitet mellan olika visuella och auditoriska hjälpmedel i tre-dimensionella miljöer.
Lin, Ying-Chia Hazel. "Culture, technology, market, and transnational circulation of cultural products : the glocalization of EA digital games in Taiwan /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/6204.
Full textLoh, Benjamin Y. "Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1375663397.
Full textWang, Xin. "Gaze based weakly supervised localization for image classification : application to visual recognition in a food dataset." Thesis, Paris 6, 2017. http://www.theses.fr/2017PA066577/document.
Full textIn this dissertation, we discuss how to use the human gaze data to improve the performance of the weak supervised learning model in image classification. The background of this topic is in the era of rapidly growing information technology. As a consequence, the data to analyze is also growing dramatically. Since the amount of data that can be annotated by the human cannot keep up with the amount of data itself, current well-developed supervised learning approaches may confront bottlenecks in the future. In this context, the use of weak annotations for high-performance learning methods is worthy of study. Specifically, we try to solve the problem from two aspects: One is to propose a more time-saving annotation, human eye-tracking gaze, as an alternative annotation with respect to the traditional time-consuming annotation, e.g. bounding box. The other is to integrate gaze annotation into a weakly supervised learning scheme for image classification. This scheme benefits from the gaze annotation for inferring the regions containing the target object. A useful property of our model is that it only exploits gaze for training, while the test phase is gaze free. This property further reduces the demand of annotations. The two isolated aspects are connected together in our models, which further achieve competitive experimental results
Lázna, Tomáš. "Autonomní robotické měření záření gama." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2017. http://www.nusl.cz/ntk/nusl-316267.
Full textFages, Carol. "mRNA localization and cell motility : roles of heparin-binding proteins amphoterin and HG-GAM in cell migration." Helsinki : University of Helsinki, 2000. http://ethesis.helsinki.fi/julkaisut/mat/bioti/vk/fages/.
Full textKacete, Amine. "Unconstrained Gaze Estimation Using RGB-D Camera." Thesis, CentraleSupélec, 2016. http://www.theses.fr/2016SUPL0012/document.
Full textIn this thesis, we tackled the automatic gaze estimation problem in unconstrained user environments. This work takes place in the computer vision research field applied to the perception of humans and their behaviors. Many existing industrial solutions are commercialized and provide an acceptable accuracy in gaze estimation. These solutions often use a complex hardware such as range of infrared cameras (embedded on a head mounted or in a remote system) making them intrusive, very constrained by the user's environment and inappropriate for a large scale public use. We focus on estimating gaze using cheap low-resolution and non-intrusive devices like the Kinect sensor. We develop new methods to address some challenging conditions such as head pose changes, illumination conditions and user-sensor large distance. In this work we investigated different gaze estimation paradigms. We first developed two automatic gaze estimation systems following two classical approaches: feature and semi appearance-based approaches. The major limitation of such paradigms lies in their way of designing gaze systems which assume a total independence between eye appearance and head pose blocks. To overcome this limitation, we converged to a novel paradigm which aims at unifying the two previous components and building a global gaze manifold, we explored two global approaches across the experiments by using synthetic and real RGB-D gaze samples
Badiu, Adriana-Nicoleta. "“You’ve got to be kitten me!”: Translating puns, wordplay and speech styles in Don’t Starve – a localization proposal." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22830/.
Full textRabenimanana, Toky Harrison. "Modélisation, fabrication et caractérisation expérimentale de réseaux MEMS faiblement couplés pour la détection de masse." Thesis, Bourgogne Franche-Comté, 2020. http://www.theses.fr/2020UBFCD062.
Full textA study on mass microsensors using Anderson localization is conducted in this thesis. Different ways allowing to enhance their performances are proposed and demonstrated through two MEMS devices. Both devices use the same system composed of two mechanically coupled cantilevers, but the vibrations are generated in two different ways: the first device is actuated with an attractive electrostatic force while the second device is actuated with a repulsive electrostatic force. In order to get rid of initial imbalance due to manufacturing defects, the electrostatic softening effect is used by tuning the DC voltage of the actuation. For the first device, a concept with an asymmetric system including two cantilevers of different lengths is proposed. We thus reduce the effective stiffness of the short cantilever to balance the system. With the second type of actuation, the weak electrostatic softening effect forces us to use two microbeams of the same length. But the system is still balanced with the same approach. Thanks to the functionalization of electrostatic nonlinearities, the first device shows an enhanced sensitivity, which is 67% higher than the maximum sensitivity reachable in the linear regime. Concerning the second device, it shows the absence of electrostatic nonlinearities, which allows to increase the linear dynamic range by up to 70% of the gap. It should improve not only the mass resolution of the sensor, but also the accuracy of the mass sensing. All of these concepts are first theoretically investigated with the developed analytical model based on the Euler-Bernoulli beam theory. They are then experimentally demonstrated after the sensors are manufactured with the MUMPS
Boehm, Christian Reiner. "Gene expression control for synthetic patterning of bacterial populations and plants." Thesis, University of Cambridge, 2017. https://www.repository.cam.ac.uk/handle/1810/267842.
Full textCollins, Karrie. "You Spoony Bard!: An Analysis of Video Game Localization Practices." 2015. https://scholarworks.umass.edu/masters_theses_2/189.
Full textTang, Yu-Rou, and 唐玉柔. "Game-theoretic Analysis of Semi-fragile Watermarking for Image Authentication and Tamper Localization." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/60253752868093274001.
Full textChuko, Pei-yun, and 諸葛蓓芸. "Game Localization Strategies under the Sim-Ship Scheme: A Case Study in Taiwan." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/65325e.
Full text國立彰化師範大學
翻譯研究所
102
This paper takes the experience of one localization company in Taiwan in localizing games on the Xbox platform under Microsoft to discuss under the simultaneous release (sim-ship) scheme, what are the difficulties faced by translators, and to apply aspects of cognitive loading in order to propose a strategy that better allocates translator’s cognitive resource to produce game translations with the minimum error occurrence. This paper will apply Daniel Gile’s cognitive load theory in an attempt to reduce errors produced by the translator. Examples are taken from the Gears of War franchise, mainly from Gears of War 3 and Gears of War: Judgment.
Hsiao, Po-Yeh, and 蕭伯燁. "The Application of Transcreation on Game Localization: A Case Study of Grand Theft Auto V." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/93wk98.
Full text國立彰化師範大學
翻譯研究所
106
Abstract Even though transcreation has been a widely adopted translation strategy in various fields, it is yet to receive equal attention in the academia. Therefore, this thesis utilized Grand Theft Auto V, a world-famous computer game published by Rockstar in the United States, to conduct a case study to investigate the importance of transcreation in game localization. By applying Skopos theory, this study aimed to clarify the purpose of using transcreation as a translation strategy in game localization. After the data were collected and categorized by its purpose, back translation was applied to see what types of transcreation strategies were used to achieve the translation goals. In the case study, a total of 25 raw materials were collected from the game assets of GTA V for further analysis. After the analyzing procedure was done, it was found that there were two major purposes of using transcreation as a game localization tool, which were to enhance gaming experience and to solve translation challenges. Furthermore, four different transcreation strategies were also observed from the case study. Applying Chinese idioms and local buzzwords were two strategies found which could enhance gaming experience; meanwhile, amplification and substitution were another two transcreation strategies which could be utilized to solve translation challenges. From the discussion of the examples, various benefits were observed applying transcreation in game localization. These benefits were minimizing cultural gaps, enhancing cultural identity of the target players, featuring characters’ personality, avoiding confusion caused by colloquial conversation, enhancing comprehension of the story plot, and precisely delivering the original messages to players. The result of the case study could be served as a guideline for game localization workers who are seeking uniqueness or solution of translation difficulties from transcreation. Furthermore, the ultimate goal of the study is to raise the awareness of the importance and significance of transcreation in translation. Keywords: Game Localization, Transcreation
Bushouse, Elizabeth. "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation." 2015. https://scholarworks.umass.edu/masters_theses_2/187.
Full textYuan, Yali. "On Localization Issues of Mobile Devices." Doctoral thesis, 2018. http://hdl.handle.net/11858/00-1735-0000-002E-E4ED-2.
Full textRiggin, Patrick Franklin. "Always a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition." 2018. http://hdl.handle.net/2097/38825.
Full textDepartment of Modern Languages
Melinda Cro
Many recent video games feature complex narratives that contain increasing amounts of written and spoken language. There has thus been growing need for them to be localized into other languages; that is, translated and adapted for markets where languages other than the video game’s language of development are spoken. While the localization process shares many similarities with other projects of translation, because the primary goal of a video game is to be entertaining, video game localization teams are allowed certain creative liberties in translating video games in order to maximize entertainment for players in target markets. Non-literal translation techniques, including transposition, modulation, equivalence, and adaptation, are used to avoid mistranslating in-game language. However, Mangiron and O’Hagan identify in their 2006 analysis of the English localization of Final Fantasy X certain “transcreation” techniques that are used by localization teams in order to make video games more entertaining for players in other markets. These transcreation techniques include the addition of linguistic variation, the re-naming of in-game terminology, the re-creation of wordplay, “contextualization by addition”, and the deliberate use of regional expressions. These transcreation techniques not only serve to make the localized version of a video game more entertaining for a target market, but also make the gameplay experience more original for players in these markets. This study will analyze non-literal translation techniques and “transcreation” techniques in the French localization of BioShock Infinite: Burial at Sea Episode 2 to determine how these translation techniques may be used to maximize entertainment and to create a more original gameplay experience for francophone players, followed by a discussion of how video game localizations may be implemented in second language acquisition contexts for the purposes of exploring certain L2 linguistic and cultural phenomena.
TSENG, HSIN-I., and 曾馨儀. "A Comparative Study of Chinese Localization of a Mobile Game in Taiwan and China: The Sims Freeplay as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/mcm5qf.
Full textHsu, Hao, and 徐昊. "Game Localization: A Quest for Fidelity in Video Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/pf9p7q.
Full text國立臺灣師範大學
翻譯研究所
104
Video games have come a long way since the first electronic game "Spacewar!" was invented at MIT in 1962. With amazing animation, sophisticated storylines and wild fantasy worlds for players to freely explore, modern video games are no longer just entertainment, but a cultural phenomenon, exerting influence on literature, movies, music and other areas. In a globalized society, video games are not only sold in their country of origin, but the world over as well, creating the need for localization. Game localization has existed since the 1980s, but was not a focus of translation theorists until the year 2000. While many related articles and books have been published in English since then, Taiwan has yet seen academic research on this topic. This thesis first analyzes game texts through case study and discusses text types and translation strategies through functionalist approaches. Moreover, a case study of a game localization center is used to introduce the game localization industry in Taiwan and is the basis for discussion on Taiwan’s role in the Asian and world markets.
Yi-Wen, Wang, and 王怡文. "The Effect of Using Localization Water Resources Digital Game Curriculum: The Changing Attitudes and Behaviors to Conserve Water Resources of Sixth Grade Elementary School Students." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/35461537031420711033.
Full text國立臺北教育大學
自然科學教育學系碩士班
100
The purposes of this study is to develop a localization water resources digital game curriculum, and discuss the attitudes and actions of sixth grade elementary school students towards the water resources conservation after teaching different water resources curriculum. In this research, we planned three different water resource curriculums for eight weeks, which has one class in each week, and separated 151 sixth grade students into 3 groups. The first group A has 51 sixth grade students, and run the localization water resources digital game curriculum; the second group B allot 50 sixth grade students and teaches the non-localization water resources digital game curriculum; the third group C has 50 students and teaches the ordinary water resources conservation curriculum. This research use quantity methods, and supplement by some quality skills. In this research, we use statistical methods as descriptive statistics and ANCOVA to analyze and test the differences between each group’s questionnaires, include the “water resource digital game curriculum,” “water resources conservation attitudes questionnaires” and “water resources conservation behaviors questionnaires”, and coordinate with student’s semi-structured interview data to discuss and discover our research results. The results have been found as follows: 1.Before teaching, sixth grade students did not have obvious positive attitude towards water resources conservation, which contains three dimensions attitude, includes: the attitude of the pollution of water, water using attitude, and ecological management attitudes. 2.Sixth grade students have positive water resources conservation action before teaching, which includes water resources consume action, water resources eco-management operation, and water conservation convince action three dimensions, but the behavior is not positive. 3.After teaching the “localization water resources digital game curriculum”, the attitude to the pollution of water, water using and ecological management had significantly elevated then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 4.After teaching the “localization water resources digital game curriculum”, the actions of water resources conservation, which includes water resources consume action, water resources eco-management operation and water conservation convince action had a significant upgrade then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 5.After teaching the “localization water resources digital game curriculum”, the students can take the initiative to understand the environment issues of water resources we’ve meet in daily life. They awareness how their living way can effect to the water ecological environment, and has more emotion feelings and recognitions to water conservation, which brings out their positive attitudes and actions to water conservation.
Kudła, Dominik. "Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych." Doctoral thesis, 2020. https://depotuw.ceon.pl/handle/item/3713.
Full textThe present thesis is aimed at comparing visual perception of full and partial language localization of an action adventure computer game juxtaposed with the perception of its original language version. Another objective of the thesis is trying to critically analyse the results of theoretical considerations and experiments addressing language localization of video games, especially computer games, by translation-studies scholars and remarks by translation practitioners. The results of this critical analysis of the literature on the subject have been supplemented with the results of the experiments utilising eye tracking methodology carried out by the author of the thesis. Translation scholars raised the questions regarding the process of creating new language versions of video games at the beginning of 21st century. At the same time, eye tracking methodology was added to the spectrum of translation-studies methods. As it has been discovered while analysing the available scientific publications, no successful trial of combining the two issues within one research project has been conducted to date. Consequently, the research project described here included carrying out an eye tracking experiment and has been aimed at analysing visual attention at the area of dialogue subtitles, overlays and additional screens in the full English, as well as partial and full Polish language versions of the Shadow of the Tomb Raider game among subjects having vast and very vast experience with video games, who differed from one another with the levels of translation competence and formal university translation training
Maroney, Caitlin. "Localization: Fans, the New Frontier." 2019. https://scholarworks.umass.edu/masters_theses_2/811.
Full textWicha, Lukáš. "Fenomén počítačových her a jejich převod do češtiny." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-325103.
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